Making levels interesting without just adding more loot

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • EpicMan
    Swordsman
    • Dec 2009
    • 455

    Making levels interesting without just adding more loot

    Problem (IMHO): Since levels are disposable/replaceable (not persistent),a level that is scarce on challenging/interesting monsters or items is boring. Furthermore, since the player can generate a practically infinite number of levels, boring levels only reduce player power growth temporarily, rather than capping max power. So limiting maximum player power is not accomplished, either.
    Therefore, there is currently no reason to stay on a boring level, all they do is waste the player's time and increase tedium.

    This is not true of ironman games, where there are only 99 levels between the player and Morgoth. This is also not really true of a ultra-low turncount game where the player is racing to the end. Both of these cases are unusual (by reasoning only the most experienced/best players play those types of games) so my thesis works for the majority of games/players.

    Just adding good items or OOD monsters to a level (a la autoscummer) is one solution, but it makes the player power progression proceed much faster. It also gives the player more freedom to ignore good stuff protected by dangerous monsters or layouts since good items are guaranteed next time.

    So what are other options for increasing interest other than giving out more good items?
  • EpicMan
    Swordsman
    • Dec 2009
    • 455

    #2
    Keys and locks.

    What if occasionally levels had locked staircases (down, so that up staircases remain a safe escape) and the game scattered keys around the dungeon. Any key could unlock any downstairs so once you found one you could head for an exit, if so desired, and since stairs do not block movement you wouldn't need the complicated path-checking routines locking doors would entail.

    This makes it somewhat harder to just abandon a level by adding a scavenger hunt minigame. This level type would need to be somewhat rare to avoid making it extra tedious. And you could circumvent it via any method other than staircases, so you could make the case it's a "screw warriors" mechanic.

    You could prevent those level-escape items from working to make it affect non-warriors, but that is taking away a major component of player strategy then.

    Comment

    • CJNyfalt
      Swordsman
      • May 2007
      • 289

      #3
      Originally posted by EpicMan
      So what are other options for increasing interest other than giving out more good items?
      Making individual monsters more interesting. Add interesting rooms like O and S.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        Vary the terrain more to increase tactical variety.

        Add more types of sub-vault special rooms, e.g. mini-pits, small labyrinths.

        Add ZAngband-style posses (small groups of monsters with like symbols).

        Bring back pre-destructed levels.

        Vary the level of interconnectivity in the level (anywhere from a linear sequence of rooms to a big network with many tunnel intersections).

        Comment

        • jens
          Swordsman
          • Apr 2011
          • 348

          #5
          Originally posted by Derakon
          Bring back pre-destructed levels.
          I liked your other suggestions, but this is horrible, just boring.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #6
            Everyone says that and I don't understand why. I always found them to be interesting.

            Comment

            • jens
              Swordsman
              • Apr 2011
              • 348

              #7
              It just takes time to traverse them, you can't run, lighting does not work. It's just easier to avoid it, or if you have to pass through it to reach the other part of the dungeon, I'll try my luck on teleport first. And no it is not a strategic decision when you do something riskier to avoid doing something boring...

              Comment

              • fizzix
                Prophet
                • Aug 2009
                • 3025

                #8
                Originally posted by EpicMan
                What if occasionally levels had locked staircases (down, so that up staircases remain a safe escape) and the game scattered keys around the dungeon. Any key could unlock any downstairs so once you found one you could head for an exit, if so desired, and since stairs do not block movement you wouldn't need the complicated path-checking routines locking doors would entail.

                This makes it somewhat harder to just abandon a level by adding a scavenger hunt minigame. This level type would need to be somewhat rare to avoid making it extra tedious. And you could circumvent it via any method other than staircases, so you could make the case it's a "screw warriors" mechanic.

                You could prevent those level-escape items from working to make it affect non-warriors, but that is taking away a major component of player strategy then.
                How is "find the key and the staircase" different from "find the staircase" except for taking a little more time. I have played for a long time without paying attention to level feelings and the time it takes to find the next staircase is usually enough time to figure out whether I want to explore the level more or not.

                Comment

                • bulian
                  Adept
                  • Sep 2010
                  • 163

                  #9
                  The caverns and labyrinths are a nice move in this direction.

                  Reduce the number of levels from 100. A hack job would be to make all staircases go 100' instead of 50' except for town and DL99.

                  Comment

                  • Nomad
                    Knight
                    • Sep 2010
                    • 958

                    #10
                    I like the stuff that's been done to vary the look of the dungeon levels so far in 3.3, and I think there needs to be more added along those lines. Some ideas:

                    * More variety in level layouts and the shape and size of rooms in general. Maybe more use of permanent rock outside of vaults?

                    * More types of monsters found in pits and nests, and variable sizes and shapes for them. Dragon and demon pits could have toned-down varieties on the lower levels, say smaller rooms containing only baby and young dragons or lesser demons. There could be mixed dragon nests as well as pits containing only one variety. Ants, bats, birds, reptiles, snakes, spiders would all work well as lower-level nests; kobolds, dark elves, naga and hydra could appear in small-scale pits.

                    * How about nests themed by monster abilities rather than species, e.g. a nest full of all cold/fire/poisonous monsters? How about entire levels themed that way?

                    * More smaller-scale vault type rooms, with traps and/or monsters guarding say a single mildly OOD treasure, a level appropriate chest, or a guaranteed number of in-depth treasures. (How about 3x3 rooms containing a stash of similar items, such as cash, scrolls, potions or mushrooms? How about evil ones with a mimic or two slipped in there among the items?)

                    It would be cool if layouts for pits/nests and just general room designs could be loaded from edit files like the vaults, so everybody could have a crack at designing new types and share them around.

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #11
                      Originally posted by jens
                      It just takes time to traverse them, you can't run, lighting does not work. It's just easier to avoid it, or if you have to pass through it to reach the other part of the dungeon, I'll try my luck on teleport first. And no it is not a strategic decision when you do something riskier to avoid doing something boring...
                      Hm, I didn't find them that tedious to navigate, but oh well. What if there were large numbers of monsters in the destroyed section?

                      Comment

                      • fizzix
                        Prophet
                        • Aug 2009
                        • 3025

                        #12
                        Originally posted by Derakon
                        Hm, I didn't find them that tedious to navigate, but oh well. What if there were large numbers of monsters in the destroyed section?
                        I would prefer that levels succumb to earthquake like effects rather than full destruction. You can even do a "muted" earthquake that doesn't effect the "room status" of squares so you can still light up the rooms.

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          #13
                          Also an interesting idea, but I still maintain that the destructed levels were great for flavor and interesting to fight in.

                          Comment

                          • EpicMan
                            Swordsman
                            • Dec 2009
                            • 455

                            #14
                            Perhaps the running/lighting fixes for cavern levels could also be applied to destroyed levels and fix some of the frustration.

                            Comment

                            • EpicMan
                              Swordsman
                              • Dec 2009
                              • 455

                              #15
                              Another way to change up a level would be to have some levels with double-wide hallways, I.e. two spaces wide, instead of single-width. Or just let that sometimes happen with any level.

                              Comment

                              Working...
                              😀
                              😂
                              🥰
                              😘
                              🤢
                              😎
                              😞
                              😡
                              👍
                              👎